Seven lanes, two jobs
Each Middle lane lines up with the same lane on the opposing side. Placement therefore determines which defender must be fought and which path could eventually reach the Sheriff.
Fight what is directly across from you
A Middle creature normally attacks the creature in its directly opposing lane. If that lane has enemy Cover, the Cover must be handled first unless a rule such as Flying bypasses it or Overshot spills excess damage through. The attacking creature may hit the opposing Sheriff only when that lane is clear of enemy creatures and Cover.
Protection expires after the first shot
Before the first attack
A fresh High-Rise creature cannot be chosen by single-target attacks or effects. Board-wide effects still affect it.
After the first attack
That single-target protection ends permanently. It does not return on the next turn or after the creature becomes ready again.
High-Rise creatures may attack enemy High-Rise or Middle-lane creatures and can fire over Middle Cover. They cannot attack the opposing Sheriff directly.
Every point stays dealt
Combat damage reduces a creature's remaining Defense. If a 5-Defense creature takes 3 damage, it remains at 2 Defense after combat and into later turns unless an effect heals it. A later 2 damage destroys it. Tracking the current number, rather than resetting to the printed number, is essential to planning trades.
Use lane order to create multiple connections
- Identify opposing creatures and Cover that block Sheriff access.
- Use trades or effects to clear a specific lane.
- Attack through that now-clear lane with a ready Middle creature.
- Count each separate Sheriff-damage event for next turn's Gold bonus.
Gold will refresh to 1 base plus those separate prior-turn Sheriff-damage instances, and unspent Gold will not bank.
